View Full Version : OpenGL coding: advanced

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  1. Flipping ATI2/3DC/BC5/RGTC/LATC DXT blocks
  2. OpenGL or Vulkan?..
  3. Bindless Textures and sampler2DShadow
  4. Use instancing to produce several copies of one scene packed in one texture
  5. Retrieving average 32F depth buffer value
  6. Front faces, back faces and edge-on faces
  7. webgl rotate texture on the face of cube around itself
  8. Render to Far Plane (gl_Position.z = 1)
  9. glBlitFramebuffer of GL_DEPTH_STENCIL_ATTACHMENT is not working
  10. Why shouldn't I use Immediate Mode for 2D?
  11. Stencil Buffer after resizing
  12. OpenGL drawing lines using mouse pointer
  13. Problem getting shadow mapping to work correctly
  14. SSBO alignment question
  15. Problem going from 2D texture to 2D texture array
  16. glColor4f fails to set color
  17. How to know a particular vertex location is visible
  18. Projection
  19. Multisampling Sample Positions > 4
  20. Copy Crop of Multisample Texture , alpha to coverage
  21. Memory-eating FBO bug on Intel graphics cards?
  22. Effects of driver-sided program re-linking
  23. How to use a color texture to store a depth map for Variance shadow mapping
  24. How do i give an offset into a persistently mapped Uniform Buffer efficiently?
  25. Uniform buffer objects
  26. How to efficiently work with the GPU with OpenGL?
  27. Register Max count
  28. glDrawElementsInstanced not working, what am I doing wrong?
  29. YUV video data to RGB converstion in Qt
  30. Using Shaders Efficiently
  31. Best method to check if a function is available
  32. Transform Feedback: batch several feedbacks together
  33. multiDrawIndirect drawbacks?
  34. opengl , octrees and vbos
  35. OpenGL ES 3.x Manpage bug: glFramebufferRenderbuffer return type incorrect?
  36. Ray Picking vertices
  37. Vertex attributes - separated components
  38. Shadow mapping, need help with framebuffer
  39. Deferred PBR materials
  40. How to define OpenGL camera movement using MFC OnKeyDown and OnKeyPress..??
  41. Memory leak during shadow mapping pass is driving me insane!
  42. What is Batch Rendering?
  43. Clearing DEPTH_COMPONENT of type UNSIGNED_SHORT in gles2 using OES_depth_texture
  44. glGetTexImage yields slanted image with wrong content (no GL_(UN)PACK_ALIGNMENT!)
  45. Very odd problem with Reflection vector
  46. Minor OpenGL ES 3.2 spec bug/question re: glDispatchCompute
  47. Odd reflection problem occurs yet again!
  48. Discontinuous ray casting through 3D texture
  49. Re-create FBO (frame buffer object) each frame
  50. glMapBuffer(...) returns null pointer if another application occupied first 32G ram
  51. OpenGL Voxel Engine chunks won't render
  52. Pixel-based effects and screen DPI dependency
  53. Optimal Texture Transfer Formats and GL_BGRA
  54. REV external formats
  55. is this GPU hang?
  56. Calculating Normals analytically (Jacobian Matrix?)
  57. Removing hidden edges
  58. Using Shader Buffer Objects with Double or Triple Buffering
  59. Using bitfieldInsert() to pack flags into G-Buffer
  60. Questions about Deferred shading and its implications for shadows and lighting
  61. how to conditional render different mesh LODs
  62. imageStore on RGB formats
  63. Understanding of GL_CLAMP_TO_*
  64. Separated Shader Objects : not declared in input from next stage.
  65. Would it be acceptable to use texture as a blob of data for armature transformation?
  66. Mesh simplification & decimation algorithms
  67. Compound shadows
  68. VentureReality Engine v0.1 alpha preview.
  69. Vertex shader in program 2 is being recompiled based on GL state
  70. Wicked GLsync? or I am expecting TOO much?
  71. ARB_bindless_texture on AMD 7970
  72. how to render the edges smoother?
  73. How to store a texture in memory and render a small portion of it
  74. Manual glGenerateMipMap generation in C++
  75. Mouse picking with OpenGL
  76. Depth buffer doesnt work when using Multisampled Antialiasing
  77. OpenGL UBO performance issue XOR fence sync problem
  78. Approach to fill a line_strip in openGL
  79. Attempting to convert code from Fixed Function Pipeline to Programmable
  80. VAO, IBO, VBO, vertex-attributes, uniform variables, program objects --- how workie?
  81. Trouble with Gerstner Waves Normals
  82. Black screen on embedded board
  83. Per-sample operation performance problem for deferred shading with MSAA
  84. Framebuffer outputs black on resize
  85. glViewPort and Framebuffer
  86. how to implement bindless textures efficiently ???
  87. Async buffer copies from fbo->pbo, am I doing it wrong?
  88. Low framerate during first seconds.
  89. SSAO halo artifact induced by blurring
  90. Nurbs Surface of a dynamically list of vertexes
  91. Clear a single cubemap in a cubemap Array
  92. How to draw a texture using glDrawTexiOES?
  93. Is their any equivalent of glDrawTexiOES (OES_draw_texture) under opengl 2.0?
  94. Relationship between gl_FragDepth and fixed function depth test?
  95. Does OpenGL/GLES has a default vertex attribute format?
  96. How to use VAO with OpenCSG library
  97. Question about Tessellation Control Shader
  98. Depth testing in sprite based game with transparency
  99. Cost of using functions instead of a variable
  100. Question about FBX/ASSIMP - skeletal animation
  101. glDrawTransformFeedback() outputs only the first captured primitive
  102. Why does my terrain have strange line segments?
  103. (GL 4.6) How to write parameter buffer from shaders?
  104. How can I control my Tessellation factors?
  105. Why is my Geometry Shader meshes moving when I move my camera?
  106. coordinates of the vectors that made up shadow
  107. Disabling Texture filtering completely in Modern Opengl
  108. Can you use sampler2D and sampler2DShadow on the same texture?
  109. Trying to Create an OpenGL ES Context on Windows (HELP)
  110. Deferred Rendering Optimization: keep a copy of buffers for objects that don't move?
  111. Lighting ring artifact!
  112. Closed-loop FBO operation, practical application
  113. make game
  114. Compute Shader Performance Issues
  115. How to do optimized segmented rendering of Background and Foreground objects ?
  116. GLSL line rendering is slower than fix function.
  117. Convert GL_UNSIGNED_INT_24_8 packed depth stencil to float depth
  118. glBufferData just one time at start
  119. Performance question: Switch shaders, or use empty texture
  120. Is glTF 2.0 a good format?
  121. Compound shadows
  122. strategy for glMakeTextureHandleNonResidentARB(...)
  123. "uninitialized value" error
  124. ProgramBinary on Intel HD 4000
  125. Sampling Depth Buffer returns only Zero!
  126. Best solution for dealing with multiple light types
  127. Multiview framebuffer targets
  128. Draw line with polygon in opengl
  129. Shadow mapping & deferred rendering problem
  130. Normal Mapping with TBN Matrix does not work properly (yet)
  131. Convert a 3D textured mesh to a colored 3D (color per vertex)
  132. Slipt edges as smooth transition between objects
  133. Framebuffer
  134. Streaming several (YUV) videos using OpenGL
  135. glxSwapBuffers and glxMakeCurrent when streaming to multiple X windowses
  136. Reading pixel intensities from a displayed image
  137. Updating a texture in the background / slow upload?
  138. Undersampled 3D texture when zooming
  139. Index Buffer / Shadow Index Buffer ... don't understand the code:
  140. Drawing a curve over a curved surface
  141. General questions regarding persistently-mapped buffers
  142. Alpha Value
  143. Am I missing something with ESM?
  144. Blending not yielding the results as expected, trying to make images overlap...
  145. Multithreaded Texture downloading issue
  146. Framebuffer
  147. Cutout blending with minimum passes
  148. Transform feedback tutorial, not getting the desired output?
  149. Gizmo Library for OpenGL
  150. How to render to a subsection of a cubemap array?
  151. OpenGLES 3.1 - transform feedback vs. compute shaders
  152. Primitive Restart Index inside Geometry Shaders / How to detect?
  153. How to render to render to a 3D texture to voxelize a given subsection of the scene?
  154. Deferred lighting, light volumes and hard edges
  155. glBlitFramebuffer() from (or to) specific texture layer
  156. "VBO discarded". Most part of VBO overridden with 0 (zeroes).
  157. Handling sub-views in a deferred renderer
  158. OpenML - compile on xcode
  159. Something Gone Wrong!
  160. Adaptive trimmed NURBS tessellation
  161. OpenGL Performance is rather poor
  162. Question about GPU-CPU Sync, also unrelated question about multithreading
  163. best way to store a massive amount of data available to a shader pogrom
  164. Best way to effectively disard fragments
  165. Methodology rending large amount of objects openGL